(svn r10227) -Add: added 32bpp-anim blitter, a 32bpp blitter that does palette animation (at the cost of an animation-buffer to keep track of the 'm'-channel of all sprites)
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								src/blitter/32bpp_anim.cpp
									
									
									
									
									
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										187
									
								
								src/blitter/32bpp_anim.cpp
									
									
									
									
									
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#include "../stdafx.h"
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#include "../zoom.hpp"
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#include "../gfx.h"
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#include "../debug.h"
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#include "../table/sprites.h"
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#include "32bpp_anim.hpp"
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static FBlitter_32bppAnim iFBlitter_32bppAnim;
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void Blitter_32bppAnim::Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom)
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{
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	const SpriteLoader::CommonPixel *src, *src_line;
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	uint32 *dst, *dst_line;
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	uint8 *anim, *anim_line;
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	if (_screen.width != this->anim_buf_width || _screen.height != this->anim_buf_height) {
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		/* The size of the screen changed; we can assume we can wipe all data from our buffer */
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		free(this->anim_buf);
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		this->anim_buf = CallocT<uint8>(_screen.width * _screen.height);
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		this->anim_buf_width = _screen.width;
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		this->anim_buf_height = _screen.height;
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	}
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	/* Find where to start reading in the source sprite */
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	src_line = (const SpriteLoader::CommonPixel *)bp->sprite + (bp->skip_top * bp->sprite_width + bp->skip_left) * ScaleByZoom(1, zoom);
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	dst_line = (uint32 *)bp->dst + bp->top * bp->pitch + bp->left;
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	anim_line = this->anim_buf + ((uint32 *)bp->dst - (uint32 *)_screen.dst_ptr) + bp->top * this->anim_buf_width + bp->left;
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	for (int y = 0; y < bp->height; y++) {
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		dst = dst_line;
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		dst_line += bp->pitch;
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		src = src_line;
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		src_line += bp->sprite_width * ScaleByZoom(1, zoom);
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		anim = anim_line;
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		anim_line += this->anim_buf_width;
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		for (int x = 0; x < bp->width; x++) {
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			switch (mode) {
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				case BM_COLOUR_REMAP:
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					/* In case the m-channel is zero, do not remap this pixel in any way */
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					if (src->m == 0) {
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						if (src->a != 0) *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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						*anim = 0;
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					} else {
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						if (bp->remap[src->m] != 0) {
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							*dst = ComposeColourPA(this->LookupColourInPalette(bp->remap[src->m]), src->a, *dst);
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							*anim = bp->remap[src->m];
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						}
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					}
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					break;
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				case BM_TRANSPARENT:
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					/* TODO -- We make an assumption here that the remap in fact is transparency, not some color.
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					 *  This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
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					 *  we produce a result the newgrf maker didn't expect ;) */
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					/* Make the current color a bit more black, so it looks like this image is transparent */
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					if (src->a != 0) {
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						*dst = MakeTransparent(*dst, 75);
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						*anim = bp->remap[*anim];
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					}
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					break;
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				default:
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					if (src->a != 0) {
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						/* Above 217 is palette animation */
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						if (src->m >= 217) *dst = ComposeColourPA(this->LookupColourInPalette(src->m), src->a, *dst);
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						else               *dst = ComposeColourRGBA(src->r, src->g, src->b, src->a, *dst);
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						*anim = src->m;
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					}
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					break;
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			}
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			dst++;
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			anim++;
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			src += ScaleByZoom(1, zoom);
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		}
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	}
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}
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void Blitter_32bppAnim::SetPixel(void *video, int x, int y, uint8 color)
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{
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	*((uint32 *)video + x + y * _screen.pitch) = LookupColourInPalette(color);
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	/* Set the color in the anim-buffer too */
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	this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color;
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}
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void Blitter_32bppAnim::SetPixelIfEmpty(void *video, int x, int y, uint8 color)
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{
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	uint32 *dst = (uint32 *)video + x + y * _screen.pitch;
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	if (*dst == 0) {
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		*dst = LookupColourInPalette(color);
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		/* Set the color in the anim-buffer too */
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		this->anim_buf[((uint32 *)video - (uint32 *)_screen.dst_ptr) + x + y * this->anim_buf_width] = color;
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	}
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}
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void Blitter_32bppAnim::DrawRect(void *video, int width, int height, uint8 color)
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{
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	uint32 color32 = LookupColourInPalette(color);
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	uint8 *anim_line;
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	anim_line = ((uint32 *)video - (uint32 *)_screen.dst_ptr) + this->anim_buf;
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	do {
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		uint32 *dst = (uint32 *)video;
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		uint8 *anim = anim_line;
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		for (int i = width; i > 0; i--) {
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			*dst = color32;
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			/* Set the color in the anim-buffer too */
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			*anim = color;
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			dst++;
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			anim++;
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		}
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		video = (uint32 *)video + _screen.pitch;
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		anim_line += this->anim_buf_width;
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	} while (--height);
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}
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void Blitter_32bppAnim::ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y)
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{
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	uint8 *dst, *src;
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	/* We need to scroll the anim-buffer too */
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	if (scroll_y > 0) {
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		dst = this->anim_buf + left + (top + height - 1) * this->anim_buf_width;
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		src = dst - scroll_y * this->anim_buf_width;
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		/* Adjust left & width */
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		if (scroll_x >= 0) dst += scroll_x;
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		else               src -= scroll_x;
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		uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
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		uint th = height - scroll_y;
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		for (; th > 0; th--) {
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			memcpy(dst, src, tw * sizeof(uint8));
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			src -= this->anim_buf_width;
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			dst -= this->anim_buf_width;
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		}
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	} else {
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		/* Calculate pointers */
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		dst = this->anim_buf + left + top * this->anim_buf_width;
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		src = dst - scroll_y * this->anim_buf_width;
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		/* Adjust left & width */
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		if (scroll_x >= 0) dst += scroll_x;
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		else               src -= scroll_x;
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		/* the y-displacement may be 0 therefore we have to use memmove,
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		 * because source and destination may overlap */
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		uint tw = width + (scroll_x >= 0 ? -scroll_x : scroll_x);
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		uint th = height + scroll_y;
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		for (; th > 0; th--) {
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			memmove(dst, src, tw * sizeof(uint8));
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			src += this->anim_buf_width;
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			dst += this->anim_buf_width;
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		}
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	}
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	Blitter_32bppBase::ScrollBuffer(video, left, top, width, height, scroll_x, scroll_y);
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}
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void Blitter_32bppAnim::PaletteAnimate(uint start, uint count)
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{
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	uint8 *anim = this->anim_buf;
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	/* Let's walk the anim buffer and try to find the pixels */
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	for (int y = 0; y < this->anim_buf_height; y++) {
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		for (int x = 0; x < this->anim_buf_width; x++) {
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			if (*anim >= start && *anim <= start + count) {
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				/* Update this pixel */
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				this->SetPixel(_screen.dst_ptr, x, y, *anim);
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			}
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			anim++;
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		}
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	}
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	/* Make sure the backend redraws the whole screen */
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	_video_driver->make_dirty(0, 0, _screen.width, _screen.height);
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}
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Blitter::PaletteAnimation Blitter_32bppAnim::UsePaletteAnimation()
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{
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	return Blitter::PALETTE_ANIMATION_BLITTER;
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}
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										40
									
								
								src/blitter/32bpp_anim.hpp
									
									
									
									
									
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								src/blitter/32bpp_anim.hpp
									
									
									
									
									
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/* $Id$ */
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/** @file 32bpp_anim.hpp */
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#ifndef BLITTER_32BPP_ANIM_HPP
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#define BLITTER_32BPP_ANIM_HPP
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#include "32bpp_simple.hpp"
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#include "factory.hpp"
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class Blitter_32bppAnim : public Blitter_32bppSimple {
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private:
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	uint8 *anim_buf; ///< In this buffer we keep track of the 8bpp indexes so we can do palette animation
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	int anim_buf_width;
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	int anim_buf_height;
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public:
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	Blitter_32bppAnim() :
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		anim_buf(NULL),
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		anim_buf_width(0),
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		anim_buf_height(0)
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	{}
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	/* virtual */ void Draw(Blitter::BlitterParams *bp, BlitterMode mode, ZoomLevel zoom);
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	/* virtual */ void SetPixel(void *video, int x, int y, uint8 color);
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	/* virtual */ void SetPixelIfEmpty(void *video, int x, int y, uint8 color);
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	/* virtual */ void DrawRect(void *video, int width, int height, uint8 color);
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	/* virtual */ void ScrollBuffer(void *video, int &left, int &top, int &width, int &height, int scroll_x, int scroll_y);
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	/* virtual */ void PaletteAnimate(uint start, uint count);
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	/* virtual */ Blitter::PaletteAnimation UsePaletteAnimation();
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};
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class FBlitter_32bppAnim: public BlitterFactory<FBlitter_32bppAnim> {
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public:
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	/* virtual */ const char *GetName() { return "32bpp-anim"; }
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	/* virtual */ const char *GetDescription() { return "32bpp Animation Blitter (palette animation)"; }
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	/* virtual */ Blitter *CreateInstance() { return new Blitter_32bppAnim(); }
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};
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#endif /* BLITTER_32BPP_ANIM_HPP */
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